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Ah, okay. Thanks, Stifu. I'll be honest, I haven't done any hacking in SMK, but I might get into it when your new editor comes out. I'm not making any promises because I have my SMB3 project that I'm procrastinating working on, but discussing that is for a different time/thread and I don't want to derail your thread too much more with this incoherent crap.

Hi. I've been trying the WIP version compiled from sources. How can I change the start positions of the other competitors? When I push the "Start" tab, the start positions are just shown but they're not changeable.

Do I have to wait for a next release until this feature is included?

Thanks for making this editor!

____________________Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

Well, the AI is working fine as tested by a course I made from mario circuit 1. The drivers follow the course correctly.

I noticed that the outer vertex of the triangle must be inside the next rectangle or triangle of the AI data, like if it was an arrow pointing to the next rectangle or triangle. This is so the drivers follow the course correctly, isn't it?

Well, I must say you did an excellent job with this editor. I'll wait for the next releases.
Keep up the good work

By the way, do you know the offsets where the start position (and angle, like 0º, 90º, 180º, 270º) of the players are stored? I think I'll use an hex editor for the things not covered in epic-edit.

Cya!

EDIT: Don't worry, I've already figured it out. It seems the offsets are stored in the Game.cs source file.

____________________Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

Posted by master higginsWell, the AI is working fine as tested by a course I made from mario circuit 1. The drivers follow the course correctly.

Yeah, the AI is pretty much done. I think I'll just make adding new AI elements more user friendly (at the moment, the only way to add a new element is to double click the map). The only big thing blocking the next release is object zone display (at the moment, you don't know whether objects will actually show up in the game if you move them around, as you can't see their zone).

Posted by master higginsI noticed that the outer vertex of the triangle must be inside the next rectangle or triangle of the AI data, like if it was an arrow pointing to the next rectangle or triangle. This is so the drivers follow the course correctly, isn't it?

When entering an AI element, the computer will move toward the element target (the little dot attached to the element), so yes, it has to lead to the next element, else the computer may not find its way.
On a side note, the order of the AI elements matter, as it's used to determine your current rank in the track (from 1st to 8th). That's why I display the selected AI element.

Posted by master higginsWell, I must say you did an excellent job with this editor. I'll wait for the next releases.
Keep up the good work

Thanks.

Posted by master higginsBy the way, do you know the offsets where the start position (and angle, like 0º, 90º, 180º, 270º) of the players are stored?

Check out smkdan's site. It's been quite helpful for the development of Epic Edit.

Hi, I've seen smkdan documentation on the starting positions, track overlays and object data, but I'm missing the goal line data. How is it calculated?

For instance, if I make a course, write all the AI data with epic-edit and move the starting positions accordingly with an hex editor (which I discovered can only point upwards) there's still the problem where's the line that makes you pass to another lap or finish the race.

There's no info in smkdan about this. Any hints where this data is located? (Or how is it calculated from AI data for example?)

Thanks for any replies!

By, the way, merry xmas

____________________Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

Is there any reason the AI blocks are differently colored? Or is it just to distinguish them?

In this screenshot, there are track blocks that have a stair-like boundary. How is this expressed in the code? Is it just a block with 3 coordinates instead of 4 (assuming the ordinary ones have 4 coordinates, which may be incorrect as well) ?

Posted by TraxIs there any reason the AI blocks are differently colored? Or is it just to distinguish them?

Color represents AI speed, from blue = slowest to red = fastest. To change the speed, either right click the element or use the control on the right.

Posted by TraxIn this screenshot, there are track blocks that have a stair-like boundary. How is this expressed in the code? Is it just a block with 3 coordinates instead of 4 (assuming the ordinary ones have 4 coordinates, which may be incorrect as well) ?

First byte defines what type of block it is (rectangle, or one of the 4 types of triangles, with a different right angle). The following bytes are the X and Y coordinates. Then, for rectangles, 2 bytes define the width and the height, while triangles only have 1 byte there, which defines both the width and height (this means triangles are always as wide as high).

Posted by ZycorI'd be more inclined to use the program if there was a clear the track function so I don't have to click every individual tile to my desired one.

Hold right click to select a group of tiles. Using this function, you can clear a track in a few seconds.